The way you just worded it is how I though it was intended to work. I read the line "Other undead receive a Fortitude save, or suffer 2d6 hp damage" to mean that they get the 2d6 on a failed save, not a successful one. I'm used to it saying something to the effect of "if the save is successful they take 2D6 damage instead." I'm pretty clear on it now and am happy that it works like I thought. My necromancer kills undead instead of creating so this is perfect for them. With the command undead feat, they would take over some undead in a hoard and then cast this spell knowing they will explode and damage more. :-)
That is the line throwing me off. The line "Other undead receive a Fortitude save, or suffer 2d6 hp damage" seems to say on a failed fort they take 2D6 damage. The effects of the explosion were not mentioned yet so this would refer back to the initial 1D4 HD a caster level of undead you cast this on. This is also the first time a save is mentioned so it would be a save the 1D4 HD a level that you cast it on that were NOT under your control. I will attempt to explain how I am reading it. 1. The spell is cast and it affects 1D4 HD of undead per level. The spell then differentiates between undead you control and undead you do not control. 2. If they are under my control they get no save. They explode. See the explosion effects. 3. If they are not under my control, they get a fort save. If they fail the fort save they get 2D6 damage. If they damage is enough to kill them, they explode. See the explosion effects. 4. So if I cast this on 4 undead, 2 I control 2 I do not, the two I control auto explode no save. The 2 I do not control get a fort save or suffer 2D6 damage. If they make the save nothing happens to them. Edit: So as I read it, on a failed save, undead I do not control do not auto explode. They take 2D6 damage. If that is enough to kill them they explode.
I guess it is these two lines that are throwing me off * If you don't Control it, it gets a Fort save, or explodes. * If it fails the Fort save and dies from the 2d6 damage, it still explodes. In the first instance if it fails its save it explodes. In the second if it fails its save it only takes 2D6. That is what is throwing me off. So are the undead instantly destroyed like undeath to death or do they take 2d6 and if they die from the 2d6 they explode? I guess my mind is trying to read it like: * If you don't Control it, it gets a Fort save, or explodes.
Also, is Ray of the Eclipse (page 221) supposed to have SR? As written it does not. I compare it to shocking grasp, scorching ray or frigid touch in how it works so I was just curious. Thanks for responding! Edit: In looking at AGONIZING SPHERE (page 116) is there supposed to be a max amount of damage? As written at 19th level it would do 10D6 with no save for the damage. I ask as my DM will ask when I request to take the spell :-) "If it hits, the sphere inflicts 2d6 hp electrical damage + 1d6 for every two caster levels beyond third."
Question about tolling doom on page 258. Does it effect Intelligent Undead (it does not effect creatures without an intelligence score)? Undead are immune to mind effecting effects (morale effects). The spell does not mention it being a mind effect or use the word morale at all, but the fluff stats the target is "overcome with an impending sense of doom" and that it "erodes their resolve." Just wondering.
On page 108 - White Necromancer spells - the 4th and 3rd level headings are reversed. Page 210. I may be reading Necromancer's Ripost wrong. At the top it says it kills instantly 1D4 HD per caster level. Later it says Other Undead (not under your control) receive a fort save or take 2D6 damage. Is this supposed to mean that if they fail the save they are instantly killed and if they make the save they still take 2D6? Evil Midnight Lurker mentioned the Locate water header is missing but in mine it says "Locate Water ocate Water".
I agree on the white necromancer spell list. It is what stopped me from playing it (and I was so looking forward to playing it for so long). The campaign I am in is tough (slumbering tsar) so missing shield, mirror image, and teleport caused me to go wizard :-( The class itself isn't bad so don't get me wrong. I just don't understand its party role. (Tank/healer/scout/blaster/controller etc) I am considering making the theurge my necromancer/conjuration expert instead.
I have a question about the theurge's innate spell ability. At 6th level I can cast a 1st level spell spontaneously once per day. I have to choose which spell I cast spontaneously ahead of time. What is the difference between innate spell and saying I can prepare one extra first level spell at 6th level (so 3+2 instead of 2+2?) Am I reading innate spell wrong? Other than this question, on a first read through, I love the class!
The spell Conjure Deadfall creates a spiked block above someones head that then falls on them and does damage. Can someone explain why this would allow spell resistance? It is a big block that falls on you. What happens if it does not go through their SR? does it go through them, vanish when it touches them or bounce of their head? I really do not know why a solid block has SR. Any help?
I guess I have another question. What is the reason behind not having necromancy spells like defending bone and boneshatter on the spell list. Not questioning the design. Just wondering. Are they not part of the spells you are allowed to mention (I think its open reference document or something) Edit: sorry. Third question. It says they use 2 spell slots to cast evil spells but as a spontaneous caster they don't get spell slots. Does it use 2 uses of their spells per day?
What kind of action is it to use a bottle of shadows? If I walk into a room with it open and just turn it upside down to get a shadow out, it that a standard action? Bottle of Shadows Aura faint conjuration; CL 5th; Weight —
DESCRIPTION
CONSTRUCTION REQUIREMENTS
I appreciate you guys looking into that for me! I will see about building my Expanded Shaman character this weekend. Once I do that I will have a better overall feel for it and how everything works together. I will feel better about reviewing one then. The expanded shaman will be one of my back-up characters for when my metamagic wizard dies in our Slumbering Tsar campaign :) But if a certain White Necromancer is published before my wizards is taken out.. My wizard just may have to do a "truly heroic deed" so I can play the White Necromancer.
What would happen if a character with the oracle mystery lifesense had an enemy sneaking up on them while they were asleep? Lifesense (Su): You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.
Impact - ...dealing damage as if the weapon were one size category larger. Belt of Thunderous charging - When the wearer makes a charge attack, her melee weapons and natural weapons deal damage as if they were one size category larger than they actually are. So by the wording they do not stack with each other, but would with enlarge?
I have a cleric and am only lv 5. I don't have quick draw. I am playing a character who believes he is the god Thor. I guess I now have 3 options to get his warhammer to return after he throws it. I'm also looking at the dwarfbond hammer and asking that it be tweaked to Thorbond hammer as that is perfect for him. That would be 4 options (but he needs to be 7th level to create it)
A weapon with called on it can be teleported back to the User when it id with in 100 feet as a swift action. Returning will return as a free action at the beginning of the users next turn. To me called is better as I can throw my weapon and call it back as a swift action and then throw it again if my bab allows. Am I missing something? Both are +1.
A highly regarded expert wrote:
That wasn't a talking point, it was trolling, which I apologize for :) (edit: apology to meatrace)
Really? Im stating a fact. Do they still say the pledge in WI? I pledge allegiance to the flag of the United States of America, and to the republic for which it stands, one nation under God, indivisible, with liberty and justice for all." DEMOCRACY: A government of the masses. Authority derived through mass meeting or any other form of "direct" expression. Results in mobocracy. Attitude toward property is communistic--negating property rights. Attitude toward law is that the will of the majority shall regulate, whether is be based upon deliberation or governed by passion, prejudice, and impulse, without restraint or regard to consequences. Results in demogogism, license, agitation, discontent, anarchy. REPUBLIC: Authority is derived through the election by the people of public officials best fitted to represent them. Attitude toward law is the administration of justice in accord with fixed principles and established evidence, with a strict regard to consequences. A greater number of citizens and extent of territory may be brought within its compass. Avoids the dangerous extreme of either tyranny or mobocracy. Results in statesmanship, liberty, reason, justice, contentment, and progress. Is the "standard form" of government throughout the world.
I am not asking as far as CU goes. I am saying in a blanket statment, if it is wrong for corporations to donate even a dollar, is it also wrong for a union to donate even a dollar? thejeff wrote:
But how is it possible for it to go over 100%? To me it states that 19% more voted than the population of Madison, same day registrations or not. To me (and believe me I am not claiming to be right at all) it says that there are 100 people here, and 119 voted. Again, I am asking to educate myself, not to yell fraud. I am trying to understand how it works.
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